#region === Copyright (c) 2010 Pascal van der Heiden === using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class EffectBrightnessLevel : SectorEffect { // Linedef that is used to create this effect // The sector can be found by linedef.Front.Sector private readonly Linedef linedef; // Level planes private SectorLevel toplevel; private SectorLevel bottomlevel; //mxd // Constructor public EffectBrightnessLevel(SectorData data, Linedef sourcelinedef) : base(data) { linedef = sourcelinedef; // New effect added: This sector needs an update! if(data.Mode.VisualSectorExists(data.Sector)) { BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector); vs.UpdateSectorGeometry(false); } } // This makes sure we are updated with the source linedef information public override void Update() { SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector); if(!sd.Updated) sd.Update(); sd.AddUpdateSector(data.Sector, false); // Create top level? if(toplevel == null) { toplevel = new SectorLevel(sd.Ceiling); data.AddSectorLevel(toplevel); } // Update top level sd.Ceiling.CopyProperties(toplevel); toplevel.lighttype = (LightLevelType)General.Clamp(linedef.Args[1], 0, 2); //mxd toplevel.type = SectorLevelType.Light; //mxd. Create bottom level? if(toplevel.lighttype == LightLevelType.TYPE1) { // Create bottom level? Skip this step if there's a different light level between toplevel and bottomlevel if(bottomlevel == null) { bottomlevel = new SectorLevel(data.Ceiling); data.AddSectorLevel(bottomlevel); } // Update bottom level data.Ceiling.CopyProperties(bottomlevel); bottomlevel.type = SectorLevelType.Light; bottomlevel.lighttype = LightLevelType.TYPE1_BOTTOM; bottomlevel.plane = sd.Floor.plane.GetInverted(); } } } }